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Topics - Boston

Pages: [1]
1
General Discussion / Fire not warming room
« on: June 24, 2017, 08:29:57 PM »
So, I had my colonists build a cabin, with wood walls and a stone fireplace (more walls)

The entire building is roofed, with doors keeping everything nice and tight, yet the fire will not warm the building. The "indoor" (and the screen says 'indoors') temp remains the same as the 'outdoor' temp, and when I highlight the fire, I don't get the usual "red-tint" that shows what it warms.

Any help would be appreciated.

2
Suggestions / Bayonets
« on: June 04, 2017, 02:05:51 PM »
Bayonets seem like an awfully good idea on a rimworld, where charging wild animals and tribals seem all-too-eager to get up close and personal.

3
Bugs / A17 World generation bug
« on: May 25, 2017, 09:33:03 PM »
Whenever I generate a new world after updating to A17, I cannot actually choose a colonization site when the planet pops up

4
General Discussion / Disabling Pirate/Outworlder raids?
« on: August 08, 2016, 08:19:05 PM »
So, I am playing as Tribals, and I want to limit access to firearms. Totally: I don't want them in my game. Unfortunately, if I get raided by Pirates or Outworlders, then when the attackers die they stand a chance of dropping firearms.

IS there a way I can eliminate those factions from the game, or just preventing them from raiding me?

5
Suggestions / Trees should serve as cover
« on: August 03, 2016, 09:24:52 PM »
AS title

Elaboration: If bushes and cacti provide cover, then why don't trees?

In the settlement of the American frontier, fort garrisons made a big deal about clearing any and all trees away from the walls of the fort, to a distance farther than a rifle shot, so a sniper couldn't sneak up and pop shots on the fort.

Again, trees should provide cover.

6
General Discussion / Lake seed
« on: May 17, 2016, 04:00:19 PM »
Anyone have a seed with a big lake on it? I prefer Boreal Forest, but Temperate would be fine.

NOTE: When I say "big lake", I mean a HUGEASS lake, like, a substantial portion of the map.

Thanks

7
Suggestions / Fall Foliage?
« on: May 07, 2016, 06:54:12 AM »
As many people know, in the Autumn months (known as "Fall" in the US), the foliage of deciduous trees changes color, due to chlorophyll (the chemical that makes leaves green) production ceasing. In many locations, this foliage display can be quite striking. (see attached picture. Yes, New England actually looks like that)

So, as someone who sees this display every Fall, it is .... rather weird to not see it in game. I may know little about how coding actually works, but if the in-game trees can gain and lose leaves based on the seasons, could it be possible to change the color as well?

There are three main trees that would exhibit foliage coloration:
-Oak: Scarlet (red)
-Popular: Orange
-Birch: Yellow


[attachment deleted by admin - too old]

8
Suggestions / Suggested changes to the "Crafting Station"
« on: April 13, 2016, 12:44:32 PM »
So, with the A13 update, there is now a bottom-tier "crafting station" available as soon as you land, letting your colonists craft 3 weapons
  • Clubs
  • Shivs
  • Shortbows

I propose that that list be altered

In wilderness survival ( I am an instructor in the topic), there are 3 weapons/tools that one should know how to craft, in any situation (called "The big 3"), due to them requiring little advanced knowledge, or even many materials. They are:
  • Spear
: We can make shivs (aka stabbing knife), and the only functional difference between a shiv and a spear is the pole it is attached to. Much more effective than any knife (due to range and two-handed-usage, aka more force behind the blow), some form of spear is, to me, the first object one should make in a survival situation
  • Club
: Little more than a length of wood weighted at one end, a club can defend you from an attacking animal, or be used to finish off wounded prey
  • Sling
: The most complex weapon on this list, slings are surprisingly effective for hunting small game. You can make a sling with some bits of string and scraps of cloth/leather, in only a few minutes. The only thing is: they are difficult to use, more so than bows. In real life, you make one, and then practice with it, to hell and back. With 2 weeks of practicing with my sling, every day, I can comfortably hit a human-torso-sized target with 9/10 rocks from 15 paces (roughly 20 feet). A ping-pong-ball sized rock strikes with the same force as a moderately-sized pistol round, meaning they are appropriate for small game and for defense against human targets.
[/list]

The above list is much more "realistic" and more effective than the current list of craftable weapons. I also propose the shortbow (aka a selfbow) remain on that list, but make it take longer. In "real life", bows, and the accompanying ammunition, take a not-insignificant level of physics knowledge to craft, not to mention time. In "real life", one can make a "rough and dirty" selfbow from whitewood in about a week, if one knows that they are doing. A sling takes 5 minutes.

The progression should logically be : club/spear >>>> sling >>>>>>>>>shortbow

Just my two cents.

9
Suggestions / More foragables
« on: September 28, 2015, 04:46:22 PM »
So, as anyone in real life will tell you, nature has a lot of food to offer. You just have to know where to look.

Maybe plants could be found "growing wild", like wild patches of Xerigium, or wild rice growing inside marshes/alongside ponds, or cattail growing in the same places. Or, already-existing plants could offer other "uses". For example, in the fall, Oak trees drop acorns when cut down, birch trees could be tapped for sap for turning into syrup (a food that boosts Joy when eaten), etc.

Right now, "nature" feels empty asides from the animals. These could fill that gap.

10
Mods / [Mod Request] Traps and Trapping
« on: September 24, 2015, 01:11:26 PM »
So, I've been playing a lot of "single pawn" games in Boreal Forest biomes (in emulation of The Long Dark), and I must say that traps are really currently almost useless for anything other than defending a chokepoint. A "deadfall" trap should all but kill anything it hits (a spiked weight dropped onto the head and torso? Yeah....), while a different style of trap should immobilize (by breaking/holding the leg) of whatever steps on it.

If someone could either throw this together, or show me how to do so, it would be great.

11
General Discussion / Workbenches requiring power?
« on: August 30, 2015, 04:56:26 PM »
So, some (not all, which is nice) of the "production workbenches" in the game require constant power.

Specifically, the "tailor" bench and the "smithing" bench. Both require power, which makes it exceptionally difficult to play under the "tribal/primitive" challenge rules.

http://rimworldwiki.com/wiki/Production

You are telling me a warp-weighted loom and a smelter+anvil are preposterous ideas?

https://en.wikipedia.org/wiki/Warp-weighted_loom
https://www.youtube.com/watch?v=F3rjjpuhCLI

Plus, the smelter would give an alternate source of metal: bog iron. I usually play on the Boreal Forest Biome, with tons of marshes and bogs about. Rather than mining for metal (which I find both  1) cheapens the "tribal challenge" and 2) is historically inaccurate (shaft mining was historically very dangerous, and not common without either 1) a bunch of slaves that no-one cares about or 2) a steam engine).

https://en.wikipedia.org/wiki/Bog_iron

Most iron was sourced from bog iron up until the invention of the steam engine (which made shaft mining practical)

12
Suggestions / Tents?
« on: August 17, 2015, 04:42:44 PM »
How about making tents or other forms of shelters from animal hides / cloth + wood?


13
Suggestions / Ambushing! Or, "no auto-sight"
« on: August 06, 2015, 10:44:50 PM »
Right now, as soon as a hostile force enters your map, you instantly know about it, and can "see" the combatants the entire way to your base. This makes dealing with combat, and especially tribals (zerg-rush nonwithstanding) almost trivial if your colonists have a long-range weapon.

What I propose is twofold:

1) You can only "see" an area of about 50 "tiles" around each of your colonists, and things like trees, hills, and mountains decrease this even farther. This means that you actually have to send out "scouts" to do things like hunt, mine, pick up cargo-pods, etc, and you probably want to cut back trees and tall grass/vegetation away from your base (preferably, more than one "survival rifle range" away), just so you don't get ambushed by tribals. You would also want to send out "scouting parties" every once in a while to make sure that you don't get snuck up on.

2) both you and opponents get the ability to "hide" behind vegetation and rocks and such. In real life, the reason why bow-users were able to "stand up to" firearms was because the bow-users would hide behind trees and rocks, and strike from ambush before the firearm-users would be able to shoot back.

14
Suggestions / Shields?
« on: August 05, 2015, 04:28:42 PM »
So, we have all of these hand-to-hand weapons, but no way to defend ourselves.

In reality, essentially every hand-weapon in the game was usually used with some sort of shield. Leather-covered wicker (for Neolithic timeframes), wooden-plank roundshields (for Medieval-timeframes). Hell, even a plasteel "riot shield" would be useful for a ship-based boarding party.

This is because melee weapons are essentially useless, both in combat with a ranged-weapon user, and in melee with another character. Now, yes, a shield won't stop a bullet, but they will have a chance to turn aside arrows and spears, and of course turn aside melee weapons.

Maybe base it off of the "melee" skill?

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